The Kingdoms of the Elves & Dwarves

City of Fort Burin is a community with a population of 10,000. It is situated 65 miles northwest of the city of Highforge. It, along with the city of Fort Drundarr located 70 miles to the south and slightly east, were originally the borders of he Highforge Kingdom. The two forts were established closest to the giant territories, to act as the first defense of the kingdom. The fort was named after King Drundarr’s son, who served as the community’s first Commander. Fort Burin was closest to the enemy, and during the Giant Wars of 3,800 years ago housed a dwarven force of over 6,000. It was during this war that an unlikely alliance was formed with the Ogre King of Truncart, who the giant armies also opposed. A force of nearly 2,000 ogres fought alongside the dwarves, which was key to the giants eventual defeat.

Following the Giant Wars, with the enemy threat no longer present, the King of Highforge decided to eliminate the high expense of maintaining a large military. He proposed reducing the size of the army by 75%, which the Commanders of both forts strongly objected to. A solution was reached whereby both forts were granted their independence, while still maintaining a pact of mutual military assistance should one of them be attacked.

The first King of Fort Burin was then faced with the economic crisis of how to pay for his large army. His solution was to “declare war on the mountains to the east of the fort”, charging the troops with the task of seeking out and removing the precious metals that the mountains held. The Ogre King also sent his troops to assist their allies in this task.. They were extremely successful, and their newfound riches inspired the other two dwarven cities to also branch out into mining, but with nowhere near the success as in Fort Burin (as the operations in the other cities are civilian rather than military run, nor do they have the assistance of the Ogres).

To this day the military mining and ore processing operation remains the principal occupation of the community, with dozens of working mines of gold, platinum, and silver mines and one recently found diamond mine. Today it remains a military city, with a standing army of 5,000 dwarves and 1,500 ogres. The wealth of the community has required them to maintain a formidable fighting force, as they would otherwise become a target for invaders. Duty time for the troops is evenly divided between mining details and fighter training.

The remainder of the city is comprised of the families of troops. To outsiders, the oddest aspect of this vast walled city is seeing dwarves and ogres living side-by-side. The vast majority of these ogres no longer share the alignment and religious beliefs of traditional ogres, although few have gone so far as to take the dwarven gods as their deities. Most instead are non-religious, enjoying the secular wealth and prosperity that Fort Burin offers to them. Several millennia of living in affluence and good health has also had the effect of doubling the average natural lifespan of these ogres.

The total population of the city is approximately 10,000, of which 75% are dwarves and 25% are ogres. All men of both races between the human equivalent ages of 12 and 50 are required to serve in the military. Women of both races are also allowed to serve if they wish, and approximately half of them do. Most soldiers take up hobbies related to their service, either the forging of armor and weapons, or the crafting of ore and gems. These occupations tend to serve them well after retirement from the military, although about half of the troops continue to remain in the military beyond the human equivalent age of 50.
 

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The Fort Drundarr Kingdom

History of the Kingdom of Fort Drundarr

Fort Drundarr began as a walled dwarven city located 45 miles to the southwest of Highforge and 70 miles south and slightly east of Fort Burin. The city remains the Kingdom’s capital and largest city, with a population of 6,000, and is located in the southeastern corner of the Kingdom. From here the Kingdom’s border stretches for 70 miles west and slightly south, and to the northwest from both of these points for approximately 120 to 150 miles. The overall Kingdom now hosts a population of 85,000, which are comprised of approximately 58% dwarves, 23% halflings, 18% humans, and 1% other races.

King Thaladin, the first ruler of the Kingdom of Fort Drundarr, was faced with the same economic hardship as his Fort Burin counterpart after the King of Highforge granted each of the fortress cities their independence. Unfortunately for Thaladin, the neighboring mountains were devoid of precious metals to mine and the only forests and fertile soils were east of the city and owned by the Highforge King.

As Fort Drundarr was also near the remaining bands of giants, reducing the size of the military was not a viable option. King Thaladin decided that the best defense was a good offense, and saw the invasion and conquest of the giant lands as the solution to his economic woes. The Kings of the other two dwarven cities made it clear that they wanted no part of these new giant wars, which suited King Thaladin fine, as he had no desire to share the rewards of conquest.

Further friction between the other Kings arose when many of the best fighters from the armies of the other two cities were recruited to join the Army of Fort Drundarr, as that was were the opportunities for battle existed. When the leaders of both cities protested that their most formidable warriors were being stolen, King Thaladin’s response was “Go to Hell.” In retaliation, both Highforge and Fort Burin cut off all ties to Fort Drundarr and forbade any commerce with it. Highforge also posted troops on its own western border, to prevent Fort Drundarr from having access to the forests and farmlands. For the next two millennia there was very little contact between Fort Drundarr and these neighboring dwarven lands.

The great conquests that Thaladin sought began slowly with little reward, as the giants within fifty miles west of the city had very little wealth to speak of, nor were these rocky lands plentiful with anything of value. Cut off from there dwarven neighbors, the Kingdom had very little support and few opportunities to trade, and fell deep into poverty. The leaders and clergy of Fort Drundarr blamed their economic hardship on their wealthy dwarven neighbors, and this growing resentment prevented any attempts at reconciliation from occurring. For the next two generations of dwarves the soldiers often went without any pay, and the city itself barely struggled to survive. It wasn’t until the army finally reached the territory of Grey Dragon Lake, 70 miles west and slightly south, that the city’s fortunes began to change.

Grey Dragon Lake had been the site of an epic dwarven battle 1,500 years earlier. That battle was the talk of legends, and Hartharr, the great-grandnephew of King Drundarr, had led the dwarven army. Hartharr was mortally wounded in the final battle, and it was then that the famous Axe of Drundarr had been lost. During the millennia following the war the fertile valley surrounding the lake was settled by the Bayberry Clan of halflings. When the giant armies moved in the halflings were forced to flee. Almost 500 years later these halflings remained refugees, struggling to stay alive in the mountainous regions a short distance to the south.

An alliance was formed between the Bayberry Clan and the Fort Drundarr Army, with the goal being to recapture the valley and lake. Each dwarven battalion was assigned a group of halflings to act as scouts, gathering detailed information about the enemy. The halflings also acted as couriers between the military regiments, for they had domesticated the Stardoo, a local animal that resembles a cross between a mountain goat and antelope. These creatures were ideal as mounts for the halflings, and could travel quickly over rough terrain.

With the addition of increased reconnaissance and communications the Army was able to mount several major offensives against the giants. The Axe of Drundarr was found on the body of a giant leader during one of the first battles, and from that point on victory followed. The halfling clan and many dwarves then resettled into the valley, declaring the valley and lake to be the southwestern border of the Kingdom of Fort Drundarr. Today the thriving City of Grey Dragon Lake remains the second largest community in the Fort Drundarr Kingdom. Also to this day, halfling scouts and couriers also remain a key part of every Fort Drundarr military unit.

During the next millennia the Kingdom’s boundaries expanded further to the northwest, capturing from the giants several mountains that proved to be rich with precious metals. Approximately 2,000 years ago the giants had been totally eradicated from the mountains, and the Fort Drundarr Army was beginning to come in conflict with lands claimed by distant human settlements. The King of Fort Drundarr declared that the Kingdom was large enough, and established a series of 28 well-defensible fortresses in the northern and western lands. While many of these forts were established in territory claimed by both Fort Drundarr and human rulers, none of the humans dared to challenge these claims. The humans saw no point in going up against a proven dwarven army, especially given the dwarves declaration that they would expand no further from the point of this newly established border. In the time since then most of these well-guarded border forts have grown into prosperous towns or small cities, with established trade routes to the human communities to the north and west.

Shortly thereafter, diplomatic relations were established between the Kingdoms of Highforge and Fort Burin. In an elaborate ceremony of “Reunification”, Drundarr’s Axe was presented as a gift to the Highforge King. Since then, the three dwarven Kingdoms have remained on friendly terms, and are strong trading partners with each other.
 

Fort Drundarr

The City of Fort Drundarr

The City of Fort Drundarr is its largest community, with a population of 6,000, nearly all of them
dwarves. It is situated on a plateau, with steep 400-foot high cliffs on three sides, making it easy to defend. No enemy forces can get within twenty miles of the fortress without being, and on clear days up to sixty miles distant can be seen from atop the fort's highest tower. Over the millennia the city has expanded down the plateau, now covering a total of seven square miles. The history of the various expansions can be noted by walls, as a new outer wall is always built as the city has grown
During the long period that the city was isolated from their dwarven neighbors the only meat that could be raised in the rocky terrain were goats. Most leather clothing is also made of goat hide. Lease arrangements have been worked out with the Highforge King, that permit the forest and meadow lands nearest to Fort Drundarr to now be used to harvest timber and raise cattle for the city. Despite the presence of beef, goat meat still remains the favorite of this city.

The city has 3 castles; 4 guild halls; 16 inns; 12 brothels; 9 breweries; 8 armorers; 4 stonemasonry shops; 5 butchers; 6 leatherworkers; 4 tanners, 1 lumber yard; 2 grain warehouses; 5 blacksmiths; 2 jewelers; 1 ore processing plant; 2 banks; 1 glassblower; 4 churches; and 1 cartographer.


Note: The present "League of Assassins" module, posted on both the Story Hour and Plots & Places message boards, will include a group from these three dwarven communities. The leader of the group will be the King of Highforge. He will bring with him two military units, one from each of the adjacent allied dwarven lands, that will also include some non-dwarven troops. From Fort Burin will be dwarves and orges and from Fort Drundarr will be dwarves and halflings. They will all arrive together in Jawltorn via a dimension door cast between Ravensgate and the Jawltorn Wizard’s Guild (which has a Ravensgate wizard as a member). The Ravensgate mage Muriel and her raven companion will accompany them.
 

Are there any mapmakers out there?

While I've always kept a running map in my head of where these three elvan and dwarven kingdoms are, nothing has ever made it to paper. Are there any readers out there with mapping software that would be willing to attempt to create a map of this part of the world?
 


Kryndal Levik said:
I'd be willing to give it a shot- I don't use "mapping" software, though (I create them by hand). This is a sample:

Link- map of my campaign world

Let me know if you're interested...

WOW! That is a true work of art! I feel it is far too much for me to ask for you to put that level of effort into this. So far this setting has only been used by myself in a solo campaign with my wife. I am using groups from both the elvan and dwarven lands in my current campaign, "League of Assassins", so the map would come in handy but is not absolutely essential.

If you do go to the effort to create this please feel free to modify any of the distances to make things work best. Also, I hope that you (and others) use this setting for you own campaigns as well.
 




Tallarn said:
Nice work! I'll reply at randomlingshouse re:characters and stuff.
Thank you. Glad you liked it and am looking forward to you joining this campaign. Tallarn, please feel free to develop any other parts of this game setting you'd like, and also put on your DM thinking cap as I wouldn't mind having a chance to play as well (probably a younger version of the Donald Brondani Smith character from Post #21).
 
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